コード例 #1
0
        } // GetParametersHandles

        #endregion

        #region Luminance Texture Generation

        /// <summary>
        /// Luminance Texture Generation.
        /// This pass transforms the color information into luminance information.
        /// This also clamps the lower and higher values.
        /// </summary>
        public RenderTarget LuminanceTextureGeneration(Texture sceneTexture, PostProcess postProcess)
        {
            if (sceneTexture == null || sceneTexture.Resource == null)
                throw new ArgumentNullException("sceneTexture");
            
            try
            {
                // Quarter size is enough
                RenderTarget initialLuminanceTexture = RenderTarget.Fetch(sceneTexture.Size.HalfSize().HalfSize(), SurfaceFormat.Single, DepthFormat.None, RenderTarget.AntialiasingType.NoAntialiasing, false);

                Resource.CurrentTechnique = Resource.Techniques["LuminanceMap"];
                
                // Set parameters
                spHalfPixel.Value = new Vector2(-0.5f / (sceneTexture.Width / 2), 0.5f / (sceneTexture.Height / 2));
                spSceneTexture.Value = sceneTexture;
                spLuminanceLowThreshold.Value = postProcess.ToneMapping.AutoExposureLuminanceLowThreshold;
                spLuminanceHighThreshold.Value = postProcess.ToneMapping.AutoExposureLuminanceHighThreshold;

                initialLuminanceTexture.EnableRenderTarget();

                // Render post process effect.
                Resource.CurrentTechnique.Passes[0].Apply();
                RenderScreenPlane();

                initialLuminanceTexture.DisableRenderTarget();
                return initialLuminanceTexture;
            }
            catch (Exception e)
            {
                throw new InvalidOperationException("Post Process Shader: Unable to generate the luminace texture.", e);
            }
        } // LuminanceTextureGeneration
コード例 #2
0
ファイル: BoardAnalyzer.cs プロジェクト: vfridell/Gipf
 protected virtual void OnPostProcess(EventArgs e)
 {
     if (PostProcess != null)
     {
         PostProcess?.Invoke(this, e);
     }
 }
コード例 #3
0
    void GenPostProcessChain()
    {
        if (m_PostProcessList.Length == 0)
        {
            return;
        }
        for (int i = 0; i < m_PostProcessList.Length; ++i)
        {
            m_PostProcessList[i].nextPostProcess = null;
        }

        PostProcess lastVaildPost = m_PostProcessList[0];

        for (int i = 1; i < m_PostProcessList.Length; ++i)
        {
            if (lastVaildPost != null)
            {
                lastVaildPost.nextPostProcess = m_PostProcessList[i];
            }
            lastVaildPost = m_PostProcessList[i];
        }
#if UNITY_EDITOR
        if (lastVaildPost != null)
        {
            lastVaildPost.nextPostProcess = m_flipPostProcess;
        }
#endif
    }
コード例 #4
0
        public Zombie(TGCVector3 posicion, GameLogic logica)
        {
            body     = FactoryBody.crearBodyZombie(new TGCVector3(posicion.X, posicion.Y + 350, posicion.Z));
            callback = new CollisionCallbackZombie(logica, this);

            #region configurarEfecto
            var d3dDevice = D3DDevice.Instance.Device;
            efecto = TgcShaders.loadEffect(GameModel.shadersDir + "shaderPlanta.fx");
            //Texture bumpMap = TextureLoader.FromFile(d3dDevice, GameModel.mediaDir + "texturas\\terrain\\NormalMapNieve2.jpg");
            //efecto.SetValue("NormalMap", bumpMap);
            #endregion

            #region configurarObjeto
            zombie           = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\Zombie7-TgcScene.xml").Meshes[0];
            zombie.Scale     = new TGCVector3(55.5f, 55.5f, 55.5f);
            zombie.Position  = posicion;
            zombie.Effect    = efecto;
            zombie.Technique = "RenderScene";

            objetos.Add(zombie);

            globo           = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\GLOBO-TgcScene.xml").Meshes[0];
            globo.Scale     = new TGCVector3(40.5f, 40.5f, 40.5f);
            globo.Position  = posicion;
            globo.Effect    = efecto;
            globo.Technique = "RenderZombie";

            objetos.Add(globo);

            #endregion

            PostProcess.agregarPostProcessObject(this);
        }
コード例 #5
0
        public override void Init()
        {
            var d3dDevice = D3DDevice.Instance.Device;

            #region configurarEfecto
            Texture alphaMap = TextureLoader.FromFile(d3dDevice, GameModel.mediaDir + "texturas\\terrain\\Heightmap3_1.jpg");
            efecto = TgcShaders.loadEffect(GameModel.shadersDir + "shaderTierra.fx");
            efecto.SetValue("alphaMap", alphaMap);

            Texture mainText = TextureLoader.FromFile(d3dDevice, GameModel.mediaDir + "texturas\\terrain\\terreno.jpg");
            efecto.SetValue("mainText", mainText);
            #endregion

            #region configurarObjeto
            terrain.loadTexture(GameModel.mediaDir + "texturas\\terrain\\TerrainTexture1.jpg");
            terrain.loadHeightmap(GameModel.mediaDir + "texturas\\terrain\\Heightmap3.jpg", 255f, 1.6f, new TGCVector3(0, -100, 0));
            terrain.Effect    = efecto;
            terrain.Technique = "RenderScene";
            tecnica           = "RenderScene";

            objetos.Add(terrain);
            #endregion

            PostProcess.agregarPostProcessObject(this);
        }
コード例 #6
0
    private void Awake()
    {
        Instance = this;
        PB       = FindObjectOfType <p_PlayerBeing>();

        /*oProfile = GetComponent<PostProcessingBehaviour>().profile;
         *
         * profile = new PostProcessingProfile();
         * profile.vignette.enabled = oProfile.vignette.enabled;
         * profile.vignette.settings = oProfile.vignette.settings;
         * profile.antialiasing.enabled = oProfile.antialiasing.enabled;
         * profile.antialiasing.settings = oProfile.antialiasing.settings;
         * profile.motionBlur.enabled = oProfile.motionBlur.enabled;
         * profile.motionBlur.settings = oProfile.motionBlur.settings;
         * profile.eyeAdaptation.enabled = oProfile.eyeAdaptation.enabled;
         * profile.eyeAdaptation.settings = oProfile.eyeAdaptation.settings;
         * profile.bloom.enabled = oProfile.bloom.enabled;
         * profile.bloom.settings = oProfile.bloom.settings;
         * profile.colorGrading.enabled = oProfile.colorGrading.enabled;
         * profile.colorGrading.settings = oProfile.colorGrading.settings;
         * profile.chromaticAberration.enabled = oProfile.chromaticAberration.enabled;
         * profile.chromaticAberration.settings = oProfile.chromaticAberration.settings;
         * profile.grain.enabled = oProfile.grain.enabled;
         * profile.grain.settings = oProfile.grain.settings;
         * profile.depthOfField.enabled = oProfile.depthOfField.enabled;
         * profile.depthOfField.settings = oProfile.depthOfField.settings;
         *
         * GetComponent<PostProcessingBehaviour>().profile = profile;*/
    }
コード例 #7
0
        //
        //後処理の実施可否を更新する
        void UpdatePostProcessEnableStatus()
        {
            //EpubCheckの実施可否
            var epubCheckEnable = PostProcess.isEnableEpubCheck();

            if (epubCheckEnable != true)        //EpubCheckが実行できないなら
            {
                useEpubCheck.IsChecked = false; //実施しない
                useEpubCheck.IsEnabled = false; //Disable
            }
            else                                //EpubCheck実施可能なら
            {
                useEpubCheck.IsEnabled = true;
            }

            //KindlePreviewerの実施可否
            var kpvEnable = PostProcess.isEnableExecuteKindlePrevier();

            if (kpvEnable != true)                     //Kindle Previewerが実行できないなら
            {
                execKindlePreviewer.IsChecked = false; //実施しない
                execKindlePreviewer.IsEnabled = false; //Disable
            }
            else                                       //実施可能なら
            {
                execKindlePreviewer.IsEnabled = true;
            }
        }
コード例 #8
0
        public SuperCanion(TGCVector3 posicion, GameLogic logica, Plataforma plataforma)
        {
            base.Init(logica, plataforma);

            #region configurarObjeto
            float factorEscalado = 20.0f;
            canion1          = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\CANIONERO-TgcScene.xml").Meshes[0];
            canion1.Scale    = new TGCVector3(factorEscalado, factorEscalado, factorEscalado);
            canion1.Position = new TGCVector3(posicion.X - 21, posicion.Y + 40, posicion.Z + 15);
            canion1.RotateX(14);
            canion1.RotateY(18);
            canion1.Effect    = efecto;
            canion1.Technique = "RenderScene";

            canion2          = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\CANIONERO-TgcScene.xml").Meshes[0];
            canion2.Scale    = new TGCVector3(factorEscalado, factorEscalado, factorEscalado);
            canion2.Position = new TGCVector3(posicion.X + 21, posicion.Y + 40, posicion.Z + 15);
            canion2.RotateX(-14);
            canion2.RotateY(48);
            canion2.Effect    = efecto;
            canion2.Technique = "RenderScene";


            tallo          = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\SuperCanion-TgcScene.xml").Meshes[0];
            tallo.Scale    = new TGCVector3(factorEscalado * 0.75f, factorEscalado * 0.75f, factorEscalado * 0.75f);
            tallo.Position = new TGCVector3(posicion.X, posicion.Y - 50, posicion.Z);
            tallo.RotateY(4);
            tallo.Effect    = efecto;
            tallo.Technique = "RenderScene";

            #endregion

            PostProcess.agregarPostProcessObject(this);
        }
コード例 #9
0
        public Girasol(TGCVector3 posicion, GameLogic logica, Plataforma plataforma)
        {
            base.Init(logica, plataforma);

            #region configurarObjeto

            float factorEscalado = 30.0f;
            girasol          = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\Girasol-TgcScene.xml").Meshes[0];
            girasol.Scale    = new TGCVector3(factorEscalado, factorEscalado, factorEscalado);
            girasol.Position = new TGCVector3(posicion.X - 8, posicion.Y + 35, posicion.Z - 10);
            girasol.RotateX(60);
            girasol.RotateY(90);
            girasol.RotateZ(90);
            girasol.Effect    = efecto;
            girasol.Technique = "RenderScene";

            tallo           = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\PlantaFinal-TgcScene.xml").Meshes[0];
            tallo.Scale     = new TGCVector3(factorEscalado * 0.5f, factorEscalado * 0.5f, factorEscalado * 0.5f);
            tallo.Position  = new TGCVector3(posicion.X, posicion.Y - 50, posicion.Z);  // new TGCVector3(500f, 200f, 1500f);
            tallo.Effect    = efecto;
            tallo.Technique = "RenderScene";

            #endregion

            #region manejarTiempo
            time           = new Timer(INTERVALO);
            time.Elapsed  += OnTimedEvent;
            time.AutoReset = true;
            time.Enabled   = true;
            #endregion

            PostProcess.agregarPostProcessObject(this);
        }
コード例 #10
0
ファイル: PostProcessGui.cs プロジェクト: mnhan32/Materialize
 private void Initialize()
 {
     if (_initialized) return;
     _oppScript = MainCamera.GetComponent<OpaquePostProcess>();
     _ppScript = MainCamera.GetComponent<PostProcess>();
     _initialized = true;
 }
コード例 #11
0
 private void Start()
 {
     skillExecutor.OnSkill.Subscribe(async _ => await ChangeStarState(0));
     onDeath.AddTo(this);
     pp = GameObject.Find("Post-process Volume").GetComponent <PostProcess>();
     cs = GameObject.Find("Main Camera").GetComponent <CameraShake>();
 }
コード例 #12
0
        //-------------------------------------------------
        void Start()
        {
            //Grab the camera script and deactivate the vignette effect
            GameObject camera = GameObject.FindGameObjectWithTag("MainCamera");

            cameraScript         = camera.GetComponent <PostProcess>();
            cameraScript.enabled = false;

            teleportMarkers = GameObject.FindObjectsOfType <TeleportMarkerBase>();

            HidePointer();

            player = InteractionSystem.Player.instance;

            if (player == null)
            {
                Debug.LogError("Teleport: No Player instance found in map.");
                Destroy(this.gameObject);
                return;
            }

            CheckForSpawnPoint();

            Invoke("ShowTeleportHint", 5.0f);
        }
コード例 #13
0
        //-------------------------------------------------
        void Awake()
        {
            camera       = GameObject.FindGameObjectWithTag("MainCamera");
            cameraScript = camera.GetComponent <PostProcess>();
            cameraPostProcessMaterial = cameraScript.material;
            //cameraPostProcessMaterial.SetFloat("_VRadius", 0.0f);
            //cameraPostProcessMaterial.SetFloat("_VSoft", 0.0f);
            _instance = this;

            chaperoneInfoInitializedAction = ChaperoneInfo.InitializedAction(OnChaperoneInfoInitialized);

            pointerLineRenderer   = GetComponentInChildren <LineRenderer>();
            teleportPointerObject = pointerLineRenderer.gameObject;

            int tintColorID = Shader.PropertyToID("_TintColor");

            fullTintAlpha = pointVisibleMaterial.GetColor(tintColorID).a;

            teleportArc = GetComponent <TeleportArc>();
            teleportArc.traceLayerMask = traceLayerMask;

            loopingAudioMaxVolume = loopingAudioSource.volume;

            playAreaPreviewCorner.SetActive(false);
            playAreaPreviewSide.SetActive(false);

            float invalidReticleStartingScale = invalidReticleTransform.localScale.x;

            invalidReticleMinScale *= invalidReticleStartingScale;
            invalidReticleMaxScale *= invalidReticleStartingScale;
        }
コード例 #14
0
ファイル: PostProcess.cs プロジェクト: avi-spc/Binary-Feat
    // Use this for initialization
    void Start()
    {
        postProcess = this;
        focDis      = 10f;
        PostProcessVolume ppv = gameObject.GetComponent <PostProcessVolume>();

        ppv.profile.TryGetSettings(out dof);
    }
コード例 #15
0
 void Initialize()
 {
     if (!initialized)
     {
         oppScript   = MainCamera.GetComponent <OpaquePostProcess> ();
         ppScript    = MainCamera.GetComponent <PostProcess> ();
         initialized = true;
     }
 }
コード例 #16
0
    protected void InitializeHUD()
    {
        _hud          = (HUD)GetNode("HUD");
        _miniMap      = (MiniMap)_hud.GetNode("controlGame/MiniMap");
        _popUpMessage = (PopUpMessage)_hud.GetNode("PopUpMessage");

        _miniMap.Iniitialize(CapaturableBaseManager);

        _postProcess = (PostProcess)GetNode("PostProcess");
    }
コード例 #17
0
    private void Start()
    {
        device      = Camera.main.gameObject;
        postProcess = Camera.main.GetComponent <PostProcess>();

        moveWithDevice      = false;
        Active              = false;
        CurrentAugmentation = Augmentation.water;

        OnActiveChange       += SwitchActive;
        OnAugmentationChange += SwitchAugmentation;
    }
コード例 #18
0
        } // Initialize
        
        #endregion

        #region Uninitialize

        /// <summary>
        /// Uninitialize the component.
        /// Is important to remove event associations and any other reference.
        /// </summary>
        internal override void Uninitialize()
        {
            ((GameObject3D)Owner).Transform.WorldMatrixChanged -= OnWorldMatrixChanged;
            Screen.ScreenSizeChanged -= OnScreenSizeChanged;
            // Allows the garbage collector collected them.
            postProcess = null;
            AmbientLight = null;
            Sky = null;
            masterCamera = null;
            RenderTarget = null;
            // Call this last because the owner information is needed.
            base.Uninitialize();
        } // Uninitialize
コード例 #19
0
        public MainWindow()
        {
            InitializeComponent();

            LoadDefaults();                 //テキストボックスに前回起動時の値を読み込む

            //後処理のデフォルト値を読み込む
            UpdatePostProcessEnableStatus();                //後処理可否を描画に反映する
            if (PostProcess.isEnableEpubCheck() == true)    //EpubCheck可能なら
            {
                useEpubCheck.IsChecked = true;              //EpubCheckする
            }
            UpdateGenerateEpubStatus();
        }
コード例 #20
0
        public MainWindow()
        {
            InitializeComponent();

            //対象EPUBディレクトリのデフォルト値を読み込む
            ePubDirPathTextBox.Text = Properties.Settings.Default.epubDirDefault;

            //後処理のデフォルト値を読み込む
            UpdatePostProcessEnableStatus();                //後処理可否を描画に反映する
            if (PostProcess.isEnableEpubCheck() == true)    //EpubCheck可能なら
            {
                useEpubCheck.IsChecked = true;              //EpubCheckする
            }
        }
コード例 #21
0
        public Mina(TGCVector3 posicion, GameLogic logica, Plataforma plataforma)
        {
            base.Init(logica, plataforma);

            #region configurarObjeto
            mina           = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\Mina-TgcScene.xml").Meshes[0];
            mina.Scale     = new TGCVector3(35.5f, 35.5f, 35.5f);
            mina.Position  = new TGCVector3(posicion.X, posicion.Y - 35, posicion.Z - 50);
            mina.Effect    = efecto;
            mina.Technique = "RenderScene";
            #endregion

            Explosivo disparo = new Explosivo(new TGCVector3(posicion.X, posicion.Y - 40, posicion.Z + 20), logica, this);
            PostProcess.agregarPostProcessObject(this);
        }
コード例 #22
0
ファイル: Delete.cshtml.cs プロジェクト: Ahlforn/Portfolio
        public async Task <IActionResult> OnGetAsync(int?id)
        {
            if (id == null)
            {
                return(NotFound());
            }

            PostProcess = await _context.PostProcesses.FirstOrDefaultAsync(m => m.ID == id);

            if (PostProcess == null)
            {
                return(NotFound());
            }
            return(Page());
        }
コード例 #23
0
        public void Init()
        {
            #region codigoFeo
            //Crear cada cara
            for (var i = 0; i < Faces.Length; i++)
            {
                //Crear mesh de D3D
                var m       = new Mesh(2, 4, MeshFlags.Managed, TgcSceneLoader.DiffuseMapVertexElements, D3DDevice.Instance.Device);
                var skyFace = (SkyFaces)i;

                // Cargo los vértices
                using (var vb = m.VertexBuffer)
                {
                    var data     = vb.Lock(0, 0, LockFlags.None);
                    var colorRgb = Color.ToArgb();
                    cargarVertices(skyFace, data, colorRgb);
                    vb.Unlock();
                }

                // Cargo los índices
                using (var ib = m.IndexBuffer)
                {
                    var ibArray = new short[6];
                    cargarIndices(ibArray);
                    ib.SetData(ibArray, 0, LockFlags.None);
                }

                //Crear TgcMesh
                var faceName = Enum.GetName(typeof(SkyFaces), skyFace);
                var faceMesh = new TgcMesh(m, "SkyBox-" + faceName, TgcMesh.MeshRenderType.DIFFUSE_MAP);
                faceMesh.Materials = new[] { D3DDevice.DEFAULT_MATERIAL };
                faceMesh.createBoundingBox();
                faceMesh.Enabled       = true;
                faceMesh.AutoTransform = false;

                //textura
                var texture = TgcTexture.createTexture(D3DDevice.Instance.Device, FaceTextures[i]);
                faceMesh.DiffuseMaps = new[] { texture };

                faceMesh.Effect    = efecto;
                faceMesh.Technique = tecnica;// "RenderScene";// "apocalipsis";

                Faces[i] = faceMesh;
            }
            #endregion

            PostProcess.agregarPostProcessObject(this);
        }
コード例 #24
0
ファイル: Details.cshtml.cs プロジェクト: Ahlforn/Portfolio
        public async Task <IActionResult> OnPostAsync(int id)
        {
            PrintModel model = await buildModel(id);

            if (model != null)
            {
                if (!model.IsValid())
                {
                    return(BadRequest());
                }

                model.Amount                 = printAmount;
                model.PricePerPart           = ParsePrice(pricePerPart);
                model.PriceTotal             = ParsePrice(priceTotal);
                model.Snapshot               = snapshot;
                _context.Attach(model).State = EntityState.Modified;

                List <PrintModelPostProcess> ppRels = await _context.PrintModelPostProcesses.Where(pmpp => pmpp.PrintModelID == id).ToListAsync();

                _context.PrintModelPostProcesses.RemoveRange(ppRels);

                foreach (int ppid in postProcess)
                {
                    PostProcess p = await _context.PostProcesses.FirstOrDefaultAsync(pp => pp.ID == ppid);

                    if (p != null)
                    {
                        PrintModelPostProcess ppRel = new PrintModelPostProcess();
                        ppRel.PostProcess = p;
                        ppRel.PrintModel  = model;
                        _context.PrintModelPostProcesses.Add(ppRel);
                    }
                }

                try
                {
                    await _context.SaveChangesAsync();

                    return(RedirectToPage("Edit", new { area = "Quotations", id = model.Quotation.ID }));
                }
                catch (Exception ex)
                {
                    throw ex;
                }
            }

            return(BadRequest());
        }
コード例 #25
0
        public MainWindow()
        {
            vm = new ViewModel();       //InitializeComponentでエディタが変更される=vm参照されるため宣言を先に行う。
            InitializeComponent();
            this.DataContext = vm;
            vm.sourceChanged = false;

            //後処理のデフォルト値を読み込む
            UpdatePostProcessEnableStatus();                //後処理可否を描画に反映する
            if (PostProcess.isEnableEpubCheck() == true)    //EpubCheck可能なら
            {
                useEpubCheck.IsChecked = true;              //EpubCheckする
            }
            ePubGenBtn.IsEnabled = false;                   //仮に生成できない状態とする
            tempDirsToDelete     = new List <string>();     //削除対象ディレクトリを初期化
        }
コード例 #26
0
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else
        {
            Destroy(gameObject);
        }

        wait  = new WaitForEndOfFrame();
        hitID = Shader.PropertyToID("_Hit");

        this.enabled = false;
    }
コード例 #27
0
        public IActionResult SearchByKey(string textSearch)
        {
            ViewData["textSearch"] = textSearch;
            var dataProfile = ProfileProcess.SearchProfileByKey(textSearch);
            List <ProfileModel> listProfile = new List <ProfileModel>();

            foreach (var item in dataProfile)
            {
                listProfile.Add(new ProfileModel
                {
                    ProfileID    = item.ProfileID,
                    AccountID    = item.AccountID,
                    ProfileName  = item.ProfileName,
                    Bio          = item.Bio,
                    Email        = item.Email,
                    Phone        = item.Phone,
                    Gender       = item.Gender,
                    DateOfBirth  = item.DateOfBirth,
                    ProfilePhoto = item.ProfilePhoto,
                    Follower     = item.Follower,
                    Following    = item.Following,
                    NoOfPosts    = item.NoOfPosts
                });
            }
            ViewData["ListProfile"] = listProfile;

            var data = PostProcess.SearchPostByKey(textSearch);
            List <PostModel> listPost = new List <PostModel>();

            foreach (var item in data)
            {
                listPost.Add(new PostModel
                {
                    PostID       = item.PostID,
                    ProfileID    = item.ProfileID,
                    PostContent  = item.PostContent,
                    PostDate     = item.PostDate,
                    NoOfCmts     = item.NoOfCmts,
                    NoOfLikes    = item.NoOfLikes,
                    ProfileName  = item.ProfileName,
                    ProfileImage = item.ProfileImage
                });
            }
            ViewData["ListPost"] = listPost;
            // truyen qua viewBag |  View Data
            return(View());
        }
コード例 #28
0
    // Use this for initialization
    void Start()
    {
        thisCamera = this.GetComponent <Camera>();
        thisPP     = this.GetComponent <PostProcess>();

        taaMaterial           = new Material(Shader.Find("Hidden/TAA"));
        taaMaterial.hideFlags = HideFlags.HideAndDontSave;

        PostProcessMaterial           = new Material(Shader.Find("Hidden/PostProcess"));
        PostProcessMaterial.hideFlags = HideFlags.HideAndDontSave;

        ResetBuffers();

        positionsequence.Reset();

        initialized = true;
    }
コード例 #29
0
ファイル: Delete.cshtml.cs プロジェクト: Ahlforn/Portfolio
        public async Task <IActionResult> OnPostAsync(int?id)
        {
            if (id == null)
            {
                return(NotFound());
            }

            PostProcess = await _context.PostProcesses.FindAsync(id);

            if (PostProcess != null)
            {
                _context.PostProcesses.Remove(PostProcess);
                await _context.SaveChangesAsync();
            }

            return(RedirectToPage("./Index"));
        }
コード例 #30
0
        public Nuez(TGCVector3 posicion, GameLogic logica, Plataforma plataforma)
        {
            base.Init(logica, plataforma);

            #region configurarObjeto

            float factorEscalado = 160.0f;

            nuez          = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\nuez-TgcScene.xml").Meshes[0];
            nuez.Scale    = new TGCVector3(factorEscalado * 0.5f, factorEscalado * 0.5f, factorEscalado * 0.5f);
            nuez.Position = new TGCVector3(posicion.X, posicion.Y + 60, posicion.Z + 5);
            nuez.RotateZ(1.5f);
            nuez.RotateY(90);
            nuez.Effect    = efecto;
            nuez.Technique = "RenderScene";

            #endregion

            nivelResistencia = 10000;
            PostProcess.agregarPostProcessObject(this);
        }